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NamitBhutani/README.md

Namit Bhutani 👋

Hey! I'm a CS & Economics undergrad at BITS Pilani ('27), currently in Toronto as a visiting researcher at the DGP Lab (UofT).

I like making computers draw things fast. Mostly, that means writing C++, wrestling with GPUs, and building low-level systems. I also have a knack for backend infrastructure and applied ML when the project calls for it.

I'm actively looking for SDE, Systems Software Engineer, Computer Graphics and Applied Research Engineer roles.

🚀 Where I've been

  • DGP Lab, UofT: Currently researching realtime Gaussian Splatting workflows. I'm building Houdini plugins with custom BVH structures and engineering sub-50ms ML feature pipelines to make segmentation veery fast.
  • Blender (GSoC '25): Spent a summer deep in Blender's C++ codebase. I optimized the production sculpting pipeline for 1M+ vertex meshes using spatial cache reordering (boosting throughput by 35%) and implemented zstd compression for the undo engine to slash memory overhead.
  • Vidcentum Technologies: Built async Python/Meilisearch microservices that happily handled 1,000+ req/sec with sub-100ms query latency across 50K+ documents.

🛠️ Stuff I've built

  • Real-Time Photoelasticity (PG 2026): SIMD-vectorized Monte Carlo ray-marching estimator in C++ and NVIDIA Falcor. Cut per-frame optical integration cost by 4× and eliminated ghosting under dynamic loads.
  • procLand: A GPU procedural terrain engine. Uses C++, OpenGL compute shaders, and an optimized SSBO pipeline to push 100K+ polygons in real time from noise.
  • Chronofactorem: A Dockerized timetable platform backed by PostgreSQL and async microservices that handles 4,000+ students.
  • GaussianSplatRenderUENiagara: Hooking up 3D Gaussian Splatting rendering through custom C++ Niagara Data Interfaces in Unreal Engine for fun.
  • LegalTree: Built a RAG pipeline and engineered methods to guide LLMs in pulling structured semantic triplets from 10,000+ legal texts (Paper under review).

💻 My toolbelt

I spend most of my time writing C++ and Python, but I'm completely comfortable jumping into Go, Java, or TypeScript when the backend needs it.

  • Graphics & Compute: OpenGL, Vulkan, CUDA, Falcor, Houdini HDK, Unreal Engine, GLSL/HLSL, Slang
  • Systems & Data: Linux, Docker, PostgreSQL, Redis, CI/CD, Vector Databases
  • Environment: NixOS (and yes, I probably spend too much time tweaking my system config).

📫 Let's chat

Always down to talk rendering algorithms, scalable system architecture, or NixOS flakes.

namit.bhut@gmail.com • LinkedIn • Twitter

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  1. procLan procLan Public

    GPU-accelerated procedural terrain generator in C++/OpenGL using a Marching Cubes compute shader for real-time generation from noise.

    C++

  2. realtime-photoelasticity-falcor realtime-photoelasticity-falcor Public

    Forked from NVIDIAGameWorks/Falcor

    Real-time spectral photoelasticity rendering via stochastic hero-wavelength ray marching and stress-aware temporal reprojection (Pacific Graphics 2026). Built on NVIDIA Falcor.

    C++ 2